Is it a good idea to use a formula to balance a game's complexity, in order to keep players in constant flow?

Posted by user1107412 on Game Development See other posts from Game Development or by user1107412
Published on 2012-11-11T22:21:32Z Indexed on 2012/11/11 23:13 UTC
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I read a lot about Flow theory and its applications to video games, and I got an idea sticking in my mind. If a number of weight values are applied to different parameters of a certain game level (i.e. the size of the level, the number of enemies, their overal strength, the variance in their behavior, etc), then it should be technically possible to find an overal score mechanism for each level in the game. If a constant ratio of complexity increase were empirically defined, for instance 1,3333, or say, the Golden Ratio, would it be a good idea to arrange the levels in such an order that the increase of overal complexity tends to increase that much? Has somebody tried it?

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